Mario Schlosser

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The hardest thing about making Wolfenstein was finishing the levels. The level design was not visually sophisticated, but that is because we made a trade-off, sacrificing visual nuance—textures, colors, angles—in favor of rapid-fire speed, which was part of the thrill of our FPS killfest. Adding those features would have slowed the game down and required more work on the engine. We felt that the slimmed-down feature set was exactly the type of gameplay we wanted. That kept the core loop clean and easy to understand, which was important since it would be the first fast 3D game that anyone had ...more
Doom Guy: Life in First Person
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